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Bolter McManhuge

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Mar 21st, 2018
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  1. Name: Bolter Gareth Armstrong
  2.  
  3. =Occupation: Local law enforcement=
  4.  
  5. Aptitudes: Agility, Finesse, Strength, Willpower, Toughness -- IMPORTANT, this determines how easy it is to learn a talent or skill.
  6.  
  7. ==Equipment:==
  8.  
  9. MAX WEIGHT: 36 kg
  10. USED WEIGHT: 16,5 kg
  11.  
  12. =Weapons:=
  13.  
  14. Stub Revolver: Dmg: 1d10+3 I Pen 0 Clip 6 Rld 2Full Reliable 1,5kg Plentiful
  15. Leather belt and holster
  16. 24 revolver bullets.
  17.  
  18. Autogun: Dmg: 1d10+4 I Pen 0 Clip 30 Rld: 1Full 5kg Average.
  19. Holstered on shoulder.
  20. 4 autogun magazines.
  21.  
  22. =Armor:=
  23.  
  24. Flak cloak: Covers all but head. 3 AP. Weight 8
  25. Flak helmet: Covers head. 2 AP. Weight 2
  26.  
  27. ==Regiment: 1st Remanorean Militia ==
  28.  
  29. ==Background:==
  30. Born to a rancher family and spent his early life with them. He worked tirelessly in the old ranch and grew to be a strong young man. He left the ranch, much to the chagrin of his parents, to find a better life in the Ruckor Peninsula. A travel by boat later and a few weeks of working various menial jobs and he was spotted by the local law enforcement at 17 years of age. He spent the next 3 years training and keeping the law in the city of Gilliardus, provincial capital of the Ruckor Peninsula.
  31.  
  32. Wounds: 10+3
  33.  
  34. Insanity:
  35.  
  36. Corruption:
  37.  
  38. FATE points:
  39.  
  40. ==Personality==
  41.  
  42. ==Talents:==
  43. Weapon Training: Solid Projectile Pistol
  44. Quick Draw
  45.  
  46. Talent Advances
  47. Matching Aptitudes Tier One Tier Two Tier Three
  48. Two 200 xp 300 xp 400 xp
  49. One 300 xp 450 xp 600 xp
  50. Zero 600 xp 900 xp 1,200 xp
  51.  
  52.  
  53. ==Characteristics:==
  54.  
  55. Weapon Skill: 30
  56.  
  57. Ballistic Skill: 28
  58.  
  59. Strength: 37
  60.  
  61. Toughness: 39
  62.  
  63. Agility: 39
  64.  
  65. Intelligence: 23
  66.  
  67. Perception: 31
  68.  
  69. Willpower: 34
  70.  
  71. Fellowship: 29
  72.  
  73. ==Skills:==
  74.  
  75. Can be UNTRAINED (-20) KNOWN (no malus), TRAINED +10, EXPERIENCED +20, VETERAN +30 according to expertise.
  76.  
  77. Increasing skills depends on the characters aptitudes, each skill has associated aptitudes and if they coincide with the character's aptitudes, the cost to advance them is reduced
  78.  
  79. Matching Aptitudes Known Trained Experienced Veteran
  80. Two 100 xp 200 xp 300 xp 400 xp
  81. One 200 xp 400 xp 600 xp 800 xp
  82. Zero 300 xp 600 xp 900 xp 1,200 xp
  83.  
  84. =Template=
  85. -Skill- -Aptitude 1- -Aptitude 2- Page (Only War)
  86. Acrobatics: Agility General 116
  87. Athletics: Strength General 117
  88. Awareness: Perception Fieldcraft 118
  89. Charm: Fellowship Social 118
  90. Command: Fellowship Leadership 119
  91. Commerce: Intelligence Knowledge 119
  92. Common Lore†: Intelligence Knowledge 120
  93. Deceive: Fellowship Social 120
  94. Dodge: Agility Defence 121
  95. Forbidden Lore†:Intelligence Knowledge 121
  96. Inquiry: Fellowship Social 122
  97. Interrogation: Willpower Social 122
  98. Intimidate: Strength Social 123
  99. Linguistics†: Intelligence General 124
  100. Logic Intelligence Knowledge 125
  101. Medicae Intelligence Fieldcraft 125
  102. Navigate† Intelligence Fieldcraft 127
  103. Operate† Agility Fieldcraft 128
  104. Parry Weapon Skill Defence 129
  105. Psyniscience Perception Psyker 129
  106. Schol. Lore† Intelligence Knowledge 130
  107. Scrutiny Perception General 131
  108. Security Intelligence Tech 131
  109. Sleight of Hand Agility Knowledge 131
  110. Stealth Agility Fieldcraft 132
  111. Survival Perception Fieldcraft 132
  112. Tech-Use Intelligence Tech 133
  113. Trade† Intelligence General 134
  114.  
  115. Character's List of Aptitudes: Agility, Finesse, Strength, Willpower, Toughness
  116.  
  117. Aptitudes are marked with a +. -- NOT YET MARKED
  118.  
  119. Acrobatics(AGI):
  120. Athletics(STR):
  121. Awareness(PER):
  122. Charm(FEL):
  123. Command(FEL):
  124. Commerce(INT):
  125. Common Lore (INT):
  126. Imperial Creed
  127. Imperium
  128. Deceive(FEL):
  129. Dodge(AGI): (+20 Full cover, +10 half cover)
  130. Forbidden Lore (INT):
  131. Intimidate(STR):
  132. Inquiry(FEL):
  133. Interrogation(WIL):
  134. Linguistics(INT):
  135. Low Gothic:
  136. High Gothic:
  137. Logic(INT):
  138. Medicae(INT):
  139. Navigate (Surface) (INT):
  140. Operate(Aeronautica)(AGI):
  141. Operate(Surface)(AGI):
  142. Parry(WS):
  143. Psyniscience(PER):
  144. Scrutiny(FEL):
  145. Security(INT):
  146. Sleight of Hand (AGI)
  147. Stealth(AGI):
  148. Survival(PER):
  149. Tech-Use(INT):
  150. Trade (INT):
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